Book Image

Game Development with Blender and Godot

By : Kumsal Obuz
Book Image

Game Development with Blender and Godot

By: Kumsal Obuz

Overview of this book

Game Development with Blender and Godot is a comprehensive introduction for those new to building 3D models and games, allowing you to leverage the abilities of these two technologies to create dynamic, interactive, and engaging games. This book will start by focusing on what low-poly modeling is, before showing you how to use Blender to create, rig, and animate your models. You will also polish these assets until they’re game-ready, making it easy for you to import them into Godot and use them effectively and efficiently. Next, you will use the game engine to design scenes, work with light and shadows, and transform your 3D models into interactive, controllable assets. By the end of this book, you will have a seamless workflow between Blender and Godot which is specifically geared toward game development. Alongside, you’ll also be building a point-and-click adventure game following the instructions and guidance in the book. Finishing this game will help you take these newly acquired skills and create your own 3D games from conception to completion.
Table of Contents (20 chapters)
Part 1: 3D Assets with Blender
Part 2: Asset Management
Part 3: Clara’s Fortune – An Adventure Game

Taking advantage of MeshLibrary

When you clicked FloorGridMap to investigate its properties, the Godot interface changed slightly, and it informed you that you should assign a MeshLibrary since, without one, a GridMap is ineffective. In this section, we’ll show you what goes into creating a MeshLibrary. We’ll also talk about possible challenges you might face, not technically, but workflow-wise.

There are two ways to create a MeshLibrary. We’ll show you the most common way since the other method involves keeping meshes separately in the filesystem, and our project has not been set up to accommodate that scenario. Without further ado, this is how you create a mesh library:

  1. Start a new scene and save it as Floor-MeshLibrary.tscn in Miscellaneous.
  2. Choose a Spatial node as its root.
  3. Instance Floor_Standard under the Spatial node in the Scene panel.
  4. Click the Scene button in Godot’s top menu.
  5. Expand Convert To and choose MeshLibrary...